Ask The Devs 29A!
#101
Posted 21 December 2012 - 05:12 AM
1. Are there any plans for a PvE matches, either solo or as teams?
2. What was the reason behind removing the base capture bonus in Assault mode, given that it is the primary objective of the mode?
3. What was the reason for not giving an additional bonus for achieving the 750 resource point objective beyond the merger 25 C-bills per resources point, which is far less than one would get from killing off their opponents?
#102
Posted 21 December 2012 - 05:56 AM
How about a Highlander?
Are there any plans to implement a bit of lateral adjustment in jump jets? Y'know, to help Highlanders 'stick the landing' on their enemies' heads, or to let you get onto the roof of a building without having to scrape your face up the front of it?
Thanks guys. I'm loving the game overall. I just want my jump jets to be fun and useful.
Reno Blade, on 21 December 2012 - 03:33 AM, said:
That way, you could use arm weapons (on one side) to a greater degree, but would be limited by cockpit size, because you cant see much on some cockpits.
If you hold Ctrl and move your mouse, your arms move independently of your reticule. So you can turn your torso the full arc, then use Ctrl to aim a little farther out your side window.
#103
Posted 21 December 2012 - 06:01 AM
As it is currently, there is no purpose to Night vision (as Thermal is better in every regard) and there really is no point to a night map since flipping on Thermals gives you pretty much the exact same effect as playing on a Day map with thermals...
(Also removes a lot of the purpose of Camo/ECM since with Thermals one can see farther than without, and it highlights the mech.)
#104
Posted 21 December 2012 - 06:07 AM
Inferno SRM rounds...will we be seeing these in the future?
Thunder LRM rounds...will we be seeing these also in the future?
Other different rounds of ammo for weapons?
Also...I posted a while back a suggestion in which in Conquest, we're supposed to be collecting Germanium and getting paid for it in Conquest for c-bills. In the future, will we be able to see that we will keep a portion of Germanium in Conquest rounds to collect and use to offset travel for jumpship transport when Community Warfare comes into play in the future? Sort of as a collectable resource for house units, merc units, and clan units to use and be a part of the Mechwarrior: Online economy?
#105
Posted 21 December 2012 - 06:24 AM
Previously, I used a Light, non ECM 'Mech, to help generate C-Bills to help fund my Assault 'Mech's R&R, which given that an Assault 'Mech is expensive, that's understandable and that's why Medium 'mechs were essentially the workhorse 'Mech. Since R&R went away and there's more emphasis on damage with nothing going toward capture, the Light 'Mech generates a pitiful amount of money compared to an Assault 'Mech.
Can the Gauss Rifle automatically power down if all the ammo is depleted or destroyed or can we manually power it down and either not be able to power it back on for the rest of the match or have it take something like 30 seconds to power it up?
Can we get the ability to dump ammo?
An option to dump all ammo would probably be okay at first, then later implement it for individual systems
Can we get a better explanation of the current collision system because I do see some damage when a 'Mech runs into mine.
Edited by kilgor, 21 December 2012 - 10:36 AM.
#106
Posted 21 December 2012 - 06:46 AM
#107
Posted 21 December 2012 - 06:46 AM
I have played 50+ games since the last patch and I have yet to see this map...
#108
Posted 21 December 2012 - 07:07 AM
#109
Posted 21 December 2012 - 07:09 AM
Livewyr, on 21 December 2012 - 06:01 AM, said:
As it is currently, there is no purpose to Night vision (as Thermal is better in every regard) and there really is no point to a night map since flipping on Thermals gives you pretty much the exact same effect as playing on a Day map with thermals...
(Also removes a lot of the purpose of Camo/ECM since with Thermals one can see farther than without, and it highlights the mech.)
That would require makeing NV usefull at all.
Noth, on 21 December 2012 - 07:07 AM, said:
Yeah, ECM funcionality could be split into several systems, it would create more diversity on a battlefield.
Edited by Krzysztof z Bagien, 21 December 2012 - 07:14 AM.
#110
Posted 21 December 2012 - 07:53 AM
When the Clans come on they will have Clan Mechs available, but players with existing, upgraded Inner Sphere Mechs will want the newer machines; again, how will the transition be implemented?
Thanks! andMerry Christmas!
#111
Posted 21 December 2012 - 08:12 AM
Tolkien, on 20 December 2012 - 01:10 PM, said:
Question 1 is about ECM)
How was it considered balanced to introduce a 1.5 ton 2 slot piece of equipment that does all of the following:
i) Counters Artemis
ii) Counters BAP
iii) Counters TAG bonuses and the whole system inside of 180m
iv) Counters NARC - a system which weighs more and requires real skill and teamwork to use
v) Counters other ECMs
vi) Destroys LRM locks
vii) Destroys SSRM locks
viii) Ruins information sharing via minimap
ix) Scrambles HUD display of enemies
x) relegates AMS to the dustbin
xi) Requires no exploding ammo
xii) Generates no heat
xiii) Costs less than a much less useful module by a factor of 15...
xiv) Doesn't use up a weapon hardpoint
Going by tonnage and critical space the ECM should be about as useful as a small laser plus a regular heatsink.
Or a medium laser and a little armor,
Or an AMS and a ton of ammo
etc.
As it stands now, ECM is the single most useful item in the game in terms of how it affects the battlefield.
Here's a link to the existing unanswered question from 'ask the devs' 29: http://mwomercs.com/...ost__p__1598770
That question is up to 164 likes at last count (165 if you count me).
Bump.
#112
Posted 21 December 2012 - 08:23 AM
Q: How do you feel about replacing the current PPC sound with the one from the Pre-Vis or MechCommander 2?
Edited by ColdCutz, 21 December 2012 - 08:26 AM.
#113
Posted 21 December 2012 - 08:26 AM
http://mwomercs.com/...ch-cockpit-bob/
#114
Posted 21 December 2012 - 08:33 AM
#115
Posted 21 December 2012 - 08:45 AM
Monsoon, on 20 December 2012 - 05:39 PM, said:
We want Danielle!!!!! She had the Atlas I'm really dying to see.
Danielle's Atlas would likely be too OP for a Hero mech. It would be 1 ballistic, 1 missile, and 6 energy hardpoints - all in the arms (3 each). That much firepower with perfect aim is overkill, unfortunately... or at least so I think.
Another candidate would be the Atlas piloted by warlord Grieg Samsonov, which could be closer in hardpoints to those currently in the game.
For folks who aren't aware, Sarna lists known custom variants of mechs - you can see those listed for the Atlas here:
http://www.sarna.net...las_(BattleMech) [note that two are dependent on future tech at this point]
#116
Posted 21 December 2012 - 08:56 AM
Q: Hero Mechs have come quite a way since their first implementation, with the recent surprise release of the 'Twins' we now have a total of 4 to choose from, however, there are only two of the current four classes covered. 1) What process do you use in the deciding which Hero Mech to develop and implement? 2) Are there any speculations on when we may see another Hero Mech from a different class (Light or Assault)?
Q: Obviously the MW universe is grand, myself only being turned onto it by a friend this summer in regards to MWO, that said there are many more options for weapons in the canon. Do you have any current ideas with regards to future weapons that you can share?
Q: I have to include a fun question with any Q&A I submit, what is the most consumed food at PGI?
#117
Posted 21 December 2012 - 09:08 AM
[also how is/was the wedding?]
#118
Posted 21 December 2012 - 09:33 AM
#119
Posted 21 December 2012 - 09:52 AM
#120
Posted 21 December 2012 - 09:59 AM
4 user(s) are reading this topic
0 members, 4 guests, 0 anonymous users